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All damage should be calculated the same way and reiteration of other things...

relentless_turnip
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I am talking in reference to the current meta and I am aware these suggestions have been said many times. I feel it is important to reiterate.
It is pretty hard to find enjoyment with PVP in its current state, though I am stating my opinions I believe the sentiment is fairly unanimous.

I think all damage should be calculated the same way, lower proc sets to the base damage of an equivalent skill and allow them to scale in the same way with offensive stats(magicka/stamina SD/WD). Meaning they can crit and can do a lot of damage on a build that has a high stat pool and has built up its tooltip via more balanced means. This also means Malacath would need no adjustment and the player would actually be making a meaningful choice when slotting it. Players couldn't stack mitigation and health without becoming a tank with no damage.

This also simplifies new players understanding of the game mechanics when everything scales the same way.

I would really like to see heals not being able to stack on players anymore, i.e. only one rapid regen being active on a player at a time. This would make spamming it redundant, it would make ball groups die much faster and create a healing role outside of spamming one button. Not to mention the massive reduction we would see in server calculations.
Player should have a 8 second cooldown on their ability to purge effects. I do not mean a cooldown on the skills itself, but a players individual ability to remove effects. Firstly I don't think you should be able to remove all damage every second, secondly we know this mechanic is also what makes ball groups very hard to kill. I think these changes would have minimal impact on most of the player base whilst improving the performance for the greater majority.

I think we would then need to play a whole patch with these changes to see where class balance actually is. The issue being that many buff changes were made and then we went straight into a meta that didn't rely on stats to be effective. We have only seen the effects of an over abundance and power of proc sets IMO.

I would love to hear your thoughts, I appreciate this is a discussion we have had many times.

  • AyaDark
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    It do not work this way.

    And the game must not be simpler or some thing must not be nerfed.

    We must have counterplay for all actions, than all by fine.

    If hots and dots would have upper limit in pvp it will not even be a problem.

    You can have 1 bar full tank other full DPS, do it change something ?

    You can be full dd and abuse vampire cloud, and do proc of sets with high stats. It will be even worse.

    It must be soft limits, like with max def.

    Hots no more than, dots no more than, and etc for pvp. May be for pve to with some changes in its work.

    Ok he will have a lot of DPS, put proc sets on and will fly vampire cloud, the same abuse gameplay, do your topic limit this gameplay ?

    If i get 10 same proc sets on me and targetfly away it is not much different for me.
    Edited by AyaDark on December 10, 2020 12:15PM
  • NeillMcAttack
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    Absolutely, to all of it. Not really much more to say.
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  • relentless_turnip
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    AyaDark wrote: »
    It do not work this way.

    And the game must not be simpler or some thing must not be nerfed.

    We must have counterplay for all actions, than all by fine.

    If hots and dots would have upper limit in pvp it will not even be a problem.

    You can have 1 bar full tank other full DPS, do it change something ?

    You can be full dd and abuse vampire cloud, and do proc of sets with high stats. It will be even worse.

    It must be soft limits, like with max def.

    Hots no more than, dots no more than, and etc for pvp. May be for pve to with some changes in its work.

    Ok he will have a lot of DPS, put proc sets on and will fly vampire cloud, the same abuse gameplay, do your topic limit this gameplay ?

    If i get 10 same proc sets on me and targetfly away it is not much different for me.

    Apologies I didn't understand a lot of what you are saying here.
    It seems like our complaints are the same though...
  • relentless_turnip
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    Absolutely, to all of it. Not really much more to say.

    @NeillMcAttack thanks man!
  • caperb
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    I agree mostly with you.

    The differences in how damage is calculated is one of the biggest problems in ESO. For example:
    1 When you drop blockade and go to the front bar, the effect of blockade still procs.
    2 When you backbar azureblight, apply a DoT and go to the frontbar azureblight can't proc, even though the DoT is still running.

    This is just a simple example, but it is with everything in this game. You can never expect items, glyphs or skills to work the same as an equivalent because of the inconsistency of everything. As a result of this it takes a lot of time and gold to just test simple combinations.

    I think things should be calculated the same way. The difference should be in the input: skills, certain proc situations set etc.

    Oh, and damage proc sets should be nerfed. Stat proc sets can stay if not overtuned.
  • AyaDark
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    Ok - just as example:

    You have vampire cloud, it do not let stun you and you get 1/4 of damage. You can have big attack stats with it and use proc sets.

    How will it help ?

    Problem is a little different: Some classes can have Hot + HP regen that will heal them for full HP in 1-2 seconds.

    Each second + 10 k hp - try to kill it.

    And he will just put dots on you.

    Or if you are tanky -2+ of that will put dots on you. You can not kill it 1 on 1, to much dot heal.

    If he can not kill you solo the same 2 are near under the trea.

    Value of HOTs and DOTs debuffs must be limited.

    To not let people be immortal like 10 k hp per second passive healing, shielding and etc. The same for dots.

    If dots desable hots - you play by skills. Other way it is battle who is more fat.

    Classes with no self purge must have more hot and dot limit, classes with purge, streak, invis - less limit, becouse they can avoid damage.
    Templar can cleanse, but he have not a lot of dots, so dots limit is ok.

    Warden have good dots, hots purdge and etc - so it have to be fixed some way.
    The same necro.

    And it was good balance before this start from race passives change and etc.

    People who do balance should pass vet on twitch, not normal, or we will have such balance.
    Edited by AyaDark on December 10, 2020 12:56PM
  • ExistingRug61
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    I appreciate the effort of writing this post with the intent of improving the game.

    My thoughts on some these areas:

    Procs scaling with stats: I know this idea has been tossed around a bit, but I’m not sure going fully to this would be better, as it may shift the problem back to high damage builds being able to stack to much damage. Rather, I think I would prefer to first try the half measure of keeping procs fixed, reduce them by something like 25% but allow them to crit. In a way this takes us back to how procs were in the original procopalypse with viper etc but other things have changed since then so I don’t think it would be quite so bad (primarily now most procs changed to dots or have delays as opposed to being instant like they were then). This approach still balances the interaction with Malacath, and still means procs are only strong with investment in crit and pen, but because they are fixed base damage there is sort of a cap to the max damage they could do. Still also makes them more viable for pve as a side effect too, which I like.

    Removal of hot stacking: I’m a bit less sure where to stand on this one, possibly because often when I play it’s low pop so I don’t see the worst effect of this. But if hot stacking is removed then balance wise would it make sense to do the same for dots? Some other issues I have is that then how do we come up with rules of what happens when a new hot is applied - replace only if stronger? But what if duration is longer? It gets tricky. Also I don’t like the idea of not knowing if casting a skill on a player, hot or dot, is required or going to have effect, which would be the case with this change. But who knows, possible improvement could be worth it.

    Purge cooldown: More and more I think I lean towards the “cooldowns don’t belong in eso” philosophy. I know we have it for things like off balance but that just feels a bit artificial. That said, I agree purge needs looking at, I just don’t think cooldowns are the way to go about it. The problem I see with purge is that it’s more and more efficient to use and spam in a group vs for an individual. So something that addresses that, but doesn’t reduce its effectiveness for an individual player would be my preference. Maybe a limit on how many group members can be effected, or reduce the number of effects can be purged from allies, or range to allies, or make it an “over time” effect (like netch) which while similar to a cooldown has the distinction that you can still spam it if you want, just at much reduced effectiveness.
  • ExistingRug61
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    Further on hot stacking (and recent healing changes in general): whenever this is discussed regen always comes up as the example of the problematic skill. But are there others? Or are we (and Zos) coming up with all these major game mechanics/balance changing suggestions to address one skill?

    Because if so, surely it would be simpler to look at just that skill?

    Like what if base regen and rapid regen were self target only. And radiating was always self plus 1-2 allies. Given you can’t stack you own hots, this stops base and rapid regen being able to be stacked ever. And while radiating still could be, it becomes less efficient to recast if one of the targets is always yourself. (Would hurt pve though)
  • relentless_turnip
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    @ExistingRug61 thanks for taking the time to reply. I totally understand your pov as well.

    I think proc scaling with stats puts us in a good place because it still allows the player opportunity to consider how much interaction they'll have with their skills when building or how many defensive/offensive skills they slot. If they scaled in the same way as an equivalent skill. I think this would offer greater build diversity.

    For instance if unleashed scaled the same way as poison injection(obviously a terrible example). You couldn't reach the current tooltip of 35k (from unleashed) even with 2 damage sets you wouldn't get poison inject much higher than 20k. But you would have the possibility that each tick could crit. It also prevent 64 points into health being viable. Where as a change to proc damage(as it is currently) doesn't as there isn't anything to strive for in terms of offensive building.

    What I suggested on purge was not a skill cool down, but an individual cool down like off balance immunity it think you understood that, but I am just repeating for clarity.

    I think it is the only skill that would benefit from a cool down. A group limit unfortunately wouldn't achieve much as a ball group just spams it constantly. Meaning they may just purge once every 2 seconds instead of every second. This isn't much of a net gain in terms of server calculation nor does it allow players to kill them faster. A cost increase also wouldn't work because the person spamming it can have endless recovery without it effecting purge's effectiveness. It would also effect average players a lot harder. Where as a cool down would largely be a healthier change for PvP IMO. I don't think anyone should be using purge every second nor should they need to.

    Regen I only used as an example, but it is used frequently because it is the most frequently spammed. Especially by ball groups, but also by those who are just trying to get to tier 1 via quick ap gain. I play with some excellent PvP healers and as far as I can tell heal stacking wouldn't really effect them. They provide our group with buffs, hots and burst heals. They also slot things like siege shields etc... never do they spam regen or anyone skill. There is a lot of room for support roles in cyrodill, but spamming regen IMO is not a support build.

    The problem with zos only looking at this skill will just mean the ball groups will just find something else to spam. Just as they did with the change to healing springs. I think it needs to be a change to mechanics as oppose to individual skills. As I said I can't see the removal of heal stacking effecting much of the cyrodill player base other than those embodying Rich's original statement prior to the tests.
  • TequilaFire
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    My thoughts are it is getting very old hearing the same old arguments from the same small group of people over and over trying to enforce their vision of how the game should be designed.
    I so miss the days before internet soapboxes where you played a game if you liked it and moved on if you didn't.

  • relentless_turnip
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    My thoughts are it is getting very old hearing the same old arguments from the same small group of people over and over trying to enforce their vision of how the game should be designed.
    I so miss the days before internet soapboxes where you played a game if you liked it and moved on if you didn't.

    @TequilaFire Your thoughts seem pretty negative... I feel having an opinion is better than just criticising other people's with no alternative. I love the game, I don't like the current meta nor the current performance and I have attempted to express that as constructively as possible. If you feel differently you are more than welcome to express it.
    Edited by relentless_turnip on December 10, 2020 4:22PM
  • TequilaFire
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    Anything that punishes playstyles is what is negative.
    The real problems lay under the hood of the game which should support the playstyles we have enjoyed through the years and the reason many of us bought the game seven years ago in the first place.
    If I am labeled negative in wanting to protect group play as well as solo play so be it.
  • relentless_turnip
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    Anything that punishes playstyles is what is negative.
    The real problems lay under the hood of the game which should support the playstyles we have enjoyed through the years and the reason many of us bought the game seven years ago in the first place.
    If I am labeled negative in wanting to protect group play as well as solo play so be it.

    Fair enough, nice to hear your thoughts tbh. I appreciate recent changes to grouping effecting large scale, but I'd be interested to hear why you feel these ideas would effect group play? I may have offended you with my specific mention about ball groups?

    I agree whole heartedly that the greatest problems are with the coding etc... I believe they have made decisions that have hindered performance, such as incorporating stadia and moving code server side. I think they are decisions that they obviously cannot take back and looking forward gameplay will be sacrificed for performance. I don't want anyone's playstyle to be nerfed, but it has become obvious which playstyles are the most taxing and though my thoughts are self serving I believe these changes effect a minority of players. Compared to suggestions such as cooldowns, ramping costs, cutting the population, compartmentalizing the map to name a few...
    Edited by relentless_turnip on December 10, 2020 5:12PM
  • NeillMcAttack
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    My thoughts are it is getting very old hearing the same old arguments from the same small group of people over and over trying to enforce their vision of how the game should be designed.
    I so miss the days before internet soapboxes where you played a game if you liked it and moved on if you didn't.

    I have never been trying to enforce my vision of how the game should be played. All I have ever done is try to make people understand that we are simply not playing the same game we fell in love with seven years ago. I would love to go back to pre U25, I just can't see that as being realistic.

    I want to preserve whatever is possible, my opinion is simply that performance is more important than any particular playstyle. Yes, I play mostly solo, I loved the random encounters possible, I played all roles (now strictly damage and self sustain), I loved the idea I could end up anywhere on the map teaming up with any and all kinds of players and playstyles, that the challenges were always random, numbers was never as important compared to skill as it is now. As a matter of fact, you could not deny that my particular playstyle has been the greatest effected thus far from ZOS' changes.

    Nothing pushes players out of Cyro faster than the insane lag during prime time, more so than cross healing, more so than reduced group size, whether you are winning or losing, etc. As long as you were having fun, and there is nothing fun about invincible balls of imbalance, the counter to ball stacks was faction stacks, now that is gone, but I don't even care about that as much as I just want my abilities to work the second I press them.

    Rich himself has stated that he is ready to change AOE skills in order to make that happen. This could return a level of balance and performance if we are all lucky, maybe they will add new mechanics to make it detrimental to stack so tightly. Either of these changes will effect your playstyle a great deal. What Relentless has proposed actually preserves more of what you are used to. I genuinely hope, for all our sakes, whatever changes they are going to make, keep us all here for a long time to come. You shouldn't be so quick to dismiss ideas, because at the end of the day, you may end up wising it was those ideas ZOS implemented instead of whatever it is they finally decide on.
    PC EU - NoCP PvP, is real PvP
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  • furiouslog
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    My thoughts are it is getting very old hearing the same old arguments from the same small group of people over and over trying to enforce their vision of how the game should be designed.
    I so miss the days before internet soapboxes where you played a game if you liked it and moved on if you didn't.

    I don't know that it was ever an internet thing. I have fond memories of town hall gatherings where we would all argue about how the car in Monopoly is totally OP amidst the smell of Folgers coffee and the flicker of incandescent lights, back when you had to roll your eyes in real time.
  • ExistingRug61
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    Anything that punishes playstyles is what is negative.
    The real problems lay under the hood of the game which should support the playstyles we have enjoyed through the years and the reason many of us bought the game seven years ago in the first place.
    If I am labeled negative in wanting to protect group play as well as solo play so be it.

    I don't think that's negative [edit to clarify: I meant I don't think that your opinion was negative, not that I don't think punishing playstyles is negative], we're all here making comments based on the playstyle that we each enjoy. So while I or others may make comments that promote a certain playstyle, I would expect nothing less from others who play differently. At the end of the day the most important thing is that the game is enjoyed by the most number of people. So in my personal case, if I make a suggestion from my limited point of view not realising it would have a negative impact on a larger number of people, I would expect to be informed as such by those with differing views and am happy to accept that.

    I see your point that it can get a bit old when the same things keep being suggested/discussed, but I guess some of us do enjoy this sort of discussion, and I guess if there is a change that could be made that enhances our experience without overly detrimentally affecting others, then we would like to suggest the game be changed that way so we can continue enjoying it rather than moving on.
    Regen I only used as an example, but it is used frequently because it is the most frequently spammed. Especially by ball groups, but also by those who are just trying to get to tier 1 via quick ap gain. I play with some excellent PvP healers and as far as I can tell heal stacking wouldn't really effect them. They provide our group with buffs, hots and burst heals. They also slot things like siege shields etc... never do they spam regen or anyone skill. There is a lot of room for support roles in cyrodill, but spamming regen IMO is not a support build.

    The problem with zos only looking at this skill will just mean the ball groups will just find something else to spam. Just as they did with the change to healing springs. I think it needs to be a change to mechanics as oppose to individual skills. As I said I can't see the removal of heal stacking effecting much of the cyrodill player base other than those embodying Rich's original statement prior to the tests.

    I dunno, there really aren't that many other spammable heals beyond regen that are an over time effect and are applied to a player so can be stacked. Vines and funnel health are the only other ones I can think of? Does AoE vigor also stack?
    Everything else is either a burst/one off heal (so preventing stacking has no effect), an area based effect, like cleansing ritual or refreshing path, or not something that can be spammed, like soul siphon or reviving barrier, or we have the sort of continuous "smart hots", like mender and lotus.

    So it then comes down to exactly what we mean by preventing heal stack - is it just preventing stacking of effects that get applied to players? In this case its primarily only regen that is affected. So changing just this type of heal stacking is almost akin to changing only regen and maybe a couple of other skills anyway.
    I guess another version is to also stop overlapping ground effects from multiple players (similar to what was done for springs), but that has much wider ranging consequences for pve as well. And then again, do we do the same thing for damage effects for consistency? That is a slippery slope of changes. And what about the one off case of healing seed. Its not really a hot so would it be stopped from overlapping? And if not but other ground hots are then why do we have a case where wardens ground aoe heal stacks but templars doesn't? Its just so messy.
    Are the "smart hots" like mender and lotus a problem? Like if you have multiple necros each with a mender and they all auto heal the same player is that considered "heal stacking" that should be prevented? I don't even know how that could be stopped without changing how smart heals work.

    I just find that people often throw around the idea of "prevent heal stacking" as if its a simple and far reaching change, but the more I think about it I either think its actually quite a complex and nuanced idea with so many cases to consider, or if done in a more targeted way isn't actually much different to just changing a few affected skills. In the latter case, why not just change the skills?
    Edited by ExistingRug61 on December 10, 2020 11:52PM
  • TequilaFire
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    Bravo to the last few posters who finally bring some fresh air to this discussion.
    Solutions that solve the problem without attacking each other's play styles is the right way to go.
    Yes I play in an organized group and enjoy the "hanging out" with the guild mates, theory crafting and honing our group composition and then going and taking on our rival groups on other alliances.
    But I also just play solo from time to time so I also don't believe the removal of the ability to solo heal allies was a fair decision by the devs in the name of "behavior" when it really had little impact on performance.
    My problem is being an EE in real life it is hard for me to ignore the technical reasons and degrading of the game after certain patches and some of the questionable decisions made by devs.
  • relentless_turnip
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    Anything that punishes playstyles is what is negative.
    The real problems lay under the hood of the game which should support the playstyles we have enjoyed through the years and the reason many of us bought the game seven years ago in the first place.
    If I am labeled negative in wanting to protect group play as well as solo play so be it.

    I don't think that's negative [edit to clarify: I meant I don't think that your opinion was negative, not that I don't think punishing playstyles is negative], we're all here making comments based on the playstyle that we each enjoy. So while I or others may make comments that promote a certain playstyle, I would expect nothing less from others who play differently. At the end of the day the most important thing is that the game is enjoyed by the most number of people. So in my personal case, if I make a suggestion from my limited point of view not realising it would have a negative impact on a larger number of people, I would expect to be informed as such by those with differing views and am happy to accept that.

    I see your point that it can get a bit old when the same things keep being suggested/discussed, but I guess some of us do enjoy this sort of discussion, and I guess if there is a change that could be made that enhances our experience without overly detrimentally affecting others, then we would like to suggest the game be changed that way so we can continue enjoying it rather than moving on.
    Regen I only used as an example, but it is used frequently because it is the most frequently spammed. Especially by ball groups, but also by those who are just trying to get to tier 1 via quick ap gain. I play with some excellent PvP healers and as far as I can tell heal stacking wouldn't really effect them. They provide our group with buffs, hots and burst heals. They also slot things like siege shields etc... never do they spam regen or anyone skill. There is a lot of room for support roles in cyrodill, but spamming regen IMO is not a support build.

    The problem with zos only looking at this skill will just mean the ball groups will just find something else to spam. Just as they did with the change to healing springs. I think it needs to be a change to mechanics as oppose to individual skills. As I said I can't see the removal of heal stacking effecting much of the cyrodill player base other than those embodying Rich's original statement prior to the tests.

    I dunno, there really aren't that many other spammable heals beyond regen that are an over time effect and are applied to a player so can be stacked. Vines and funnel health are the only other ones I can think of? Does AoE vigor also stack?
    Everything else is either a burst/one off heal (so preventing stacking has no effect), an area based effect, like cleansing ritual or refreshing path, or not something that can be spammed, like soul siphon or reviving barrier, or we have the sort of continuous "smart hots", like mender and lotus.

    So it then comes down to exactly what we mean by preventing heal stack - is it just preventing stacking of effects that get applied to players? In this case its primarily only regen that is affected. So changing just this type of heal stacking is almost akin to changing only regen and maybe a couple of other skills anyway.
    I guess another version is to also stop overlapping ground effects from multiple players (similar to what was done for springs), but that has much wider ranging consequences for pve as well. And then again, do we do the same thing for damage effects for consistency? That is a slippery slope of changes. And what about the one off case of healing seed. Its not really a hot so would it be stopped from overlapping? And if not but other ground hots are then why do we have a case where wardens ground aoe heal stacks but templars doesn't? Its just so messy.
    Are the "smart hots" like mender and lotus a problem? Like if you have multiple necros each with a mender and they all auto heal the same player is that considered "heal stacking" that should be prevented? I don't even know how that could be stopped without changing how smart heals work.

    I just find that people often throw around the idea of "prevent heal stacking" as if its a simple and far reaching change, but the more I think about it I either think its actually quite a complex and nuanced idea with so many cases to consider, or if done in a more targeted way isn't actually much different to just changing a few affected skills. In the latter case, why not just change the skills?

    I mean every heal over time can be stacked, so regardless of whether it is one heal being spammed or mulitple being spammed to achieve the same effect the result is the same. Echoing vigor can be stacked as well as the others you mentioned. I don't feel that one or two skills being audited would be enough of an adjustment, as we have been down this route before with healing springs. As you said skill audits have a high detrimental on PVE as well. Having no heal stacking in PVP zones seems less impactful. Spirit mender can't really be spammed, lotus heals the caster with LA or HA so probably irrelevant, though cauterize could be spammed. I suppose the difference is that they are technically small burst heals and couldn't stack on each other in the same way. It would also hurt recovery harder to spam burst heals as they are generally more expensive. Potentially you could spam burst heals to keep players alive and that may be how a ball group would adapt, it is much easier for a group to wipe a ball in between burst heals than trying to damage layers of healing.

    For example let's say the average rapid regen in PVP is 10k over 4 secs with a tick occurring every second of 2500. You double it and you have a tick of 5000 now occurring twice a second with the second tick landing anywhere in this second. I would say every member of a ball group has 3-6 layers of regen on them at any time. This means they are getting healed every 0.17-0.33 of a second for a total of 7500-15000 over the entire second. I don't feel the same could be achievable nor as sustainable via burst heals. As burst heals don't stack the effect is achieved as they are cast.

    I have thought very hard about the repercussions of removing heal stacking and the conclusion is still it would only effect the minority of players in their usual group compositions. Though I would prefer they could just fix the game, if elements of combat and mechanics need to be compromised as the developers have said then this is the lesser of evils in terms of the suggestions currently being proposed.
  • FrankonPC
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    My thoughts are it is getting very old hearing the same old arguments from the same small group of people over and over trying to enforce their vision of how the game should be designed.
    I so miss the days before internet soapboxes where you played a game if you liked it and moved on if you didn't.

    They said, on their soap box
  • FrankonPC
    FrankonPC
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    Let's ignore this meta, let's just look at any meta where only a few sets were viable...how fun were they? I remember last year people on the forums were complaining because it was fury/nma for just about everything. Oh, you're a mag spec? Roll stam and run fury/nma because it's better. Plus, it was.

    Sloads meta? Run sloads on everything! Oh and stack defiles so they can't deal with sloads as well. You're a stam spec in homestead? Roll viper/black rose and either velidreth or tremor scale. you're welcome.

    I'm not a fan of proc metas personally, I think the conditions with which these sets proc to do damage are too easy to fulfill for the amount of damage that they give. I can light attack my way to dmg that I would really have to try hard to do without procs.

    With that being said, I have to compliment zenimax for doing a pretty good job of balancing all proc sets to where it's not just a few, rather all of them are good. I'm not a fan of the meta, but I AM a fan of the diversity. Yes, people are running more procs now...but there is more build diversity now than there has been in a few years. Quite a few unique specs are out there, opening up build varieties and playstyles that either didn't exist or stopped existing entirely.

    Build Diversity. THIS, in my opinion is what makes this game so great. Build Diversity allows players to play THEIR characters THEIR way while being successful and not just rolling some cookie cutter meta.

    The problem with this current proc meta is that the stat based sets are not competitive. When they nerfed NMA and Fury I honestly got it, because those were THE sets. They needed to be brought in line with other stat based sets. Now stat based sets are all pretty balanced with each other. What doesn't make sense though is they nerfed these sets and then buffed procs while also providing a ring that buffs these procs again.

    We have two different tiers of sets right now:

    1. In the A tier is procs
    2. In the C or D tier is stat based sets.

    Procs can stay where they're at. If people enjoy them and that's what the community wants, we should keep them. All I am saying is bring stat-based sets up to the A tier, or at least the B tier so that they're more competitive. The more competitive sets get, the better build varieties and playstyles exist in the game.

    As far as the over-healing goes...I'm not sure how that could get adjusted without really messing with trials and PVE. I don't really have a good answer for those sorts of issues.
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